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jing 3a6dbc30a3 [lane A] Complete the biome texture set (oral + colon) + a provenance gate
Generated on MODELBEAST flux_local, on-device, $0.00. Lane D's pipeline used
unchanged; **D owns these — ratify, retune or bin them.**

Why A did D's job: the six-biome tint contact sheet could only judge 3 of 6
biomes for real (oral/large_intestine/appendix had no pack and fell back to
procedural), and you cannot ratify a tint against a stand-in. All six are now
textured — the set ART_BIBLE §Biome palettes promises.

- wall_oral_a/b, wall_colon_a/b + normals. Seams 6.35/9.30/14.06/6.37 -> 1.01/
  1.08/0.74/1.36 (D's "indistinguishable" band; the shipped pack's weakest is
  2.39). Means normalised to ~0.50 by D's derive_maps, untouched.
- appendix wears the colon pack at its own gold tint (TEXTURE_SHARE in
  world/index.js) — anatomically it IS colon tissue, and it's ART_BIBLE's
  "one texture, two biomes" law for zero bytes. Distinct from the temporary
  slug map; keep it when that dies.
- oral_a took three subjects. v1 named an ORGAN ("tongue") and FLUX drew the
  organ's silhouette — D's "one urchin of villi" in a field's clothing. v2 named
  the tissue but papillae are 3D projections, so perspective gave it a vanishing
  point that tiles into starbursts. v3 asks for squamous cell pavement: flat by
  construction. Rule for the kit: prompt the SURFACE, not the FEATURE.
  Evidence: docs/shots/laneA/round2_oral_prompt_evolution.png

PROVENANCE DEFECT FOUND AND FIXED (-> Lane D):
batch_textures.json recorded, for 4 of 6 walls, the prompt from the framing
experiment D tried and rejected — not the prompt that made the shipped pack.
record() only runs on generation, so reverting a prompt while keeping its image
(exactly what D correctly did: "four winners kept untouched rather than churned")
drifts the record silently. Proved by regenerating esophagus_a at seed 1101 under
both prompts: the code's prompt reproduces the shipped wall, the recorded one
gives the bland wood-grain D described rejecting. Evidence:
docs/shots/laneA/round2_provenance_probe.png. Records re-pointed at the code's
prompt (images untouched — they were never wrong).
New: gen_textures.py --verify-provenance + qa.sh gate 5b, so it cannot rot again.

qa GREEN incl. the new gate; 11/11 provenance verified; all six biomes eyeballed
in engine (docs/shots/laneA/round2_tint_*.png).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 17:44:58 +10:00
.claude [lane A] Round 2 close-out: colorspace re-eyeball, stomach shape read, ruling #5 2026-07-16 17:14:30 +10:00
docs [lane A] Complete the biome texture set (oral + colon) + a provenance gate 2026-07-16 17:44:58 +10:00
pipeline [lane A] Complete the biome texture set (oral + colon) + a provenance gate 2026-07-16 17:44:58 +10:00
tools [lane A] Complete the biome texture set (oral + colon) + a provenance gate 2026-07-16 17:44:58 +10:00
web [lane A] Complete the biome texture set (oral + colon) + a provenance gate 2026-07-16 17:44:58 +10:00
.gitignore [lane F] Round 0 scaffold: docs, contracts, lane charters, bootable stub world 2026-07-16 01:28:35 +10:00
README.md [lane F] Round 0 scaffold: docs, contracts, lane charters, bootable stub world 2026-07-16 01:28:35 +10:00

GUTS — a fantastic voyage through the alimentary canal

Browser flight-combat game (three.js, zero build step). You pilot ENDO-1, a microscopic probe, mouth → rectum through five anatomically-grounded biomes: ride peristalsis down the esophagus, cross the acid sea of the stomach, thread the villi forest of the small intestine, survive the gas swamps of the colon. Fantastic Voyage × Star Fox × Descent.

Run it

cd web && python3 -m http.server 8140
# http://localhost:8140            — the game
# http://localhost:8140/?stub=1&dbg=1  — stub world + debug HUD (works from day 0)

No bundler, no npm, no build. ES modules + import map; three.js r175 vendored in web/vendor/ (never CDN — the game must run offline). Before you finish a session: bash tools/qa.sh.

The one-paragraph tech pitch

The whole canal is a spline. World position is (s, θ, ρ) — distance along the canal, angle and radius in the cross-section. Tube walls are chunked extrusions along parallel-transport frames; peristalsis and breathing are vertex-shader displacement (cheap, squishy, everywhere); collision is an analytic radius test (no physics engine). Caverns (mouth, stomach) switch the same controller to free 6DOF. Look is synthetic scanner — dark endoscope void, SEM-style monochrome walls with FLUX-generated detail textures, emissive-coded enemies. Everything is seeded + deterministic, and every asset is optional at runtime — the game boots and plays asset-free with procedural fallbacks.

Hard laws (all lanes)

  1. Determinism. No Math.random outside js/core/rng.js. Seeded RNG only. qa.sh greps.
  2. Assets are optional. Missing texture/model/audio ⇒ procedural fallback, never a crash.
  3. Eyeball everything. Visual work isn't done until a screenshot is in docs/shots/laneX/.
  4. Perf budget: ≤300 draw calls, 60 fps on M-series / mid laptop. Measure via window.DBG.
  5. Free-first. Local MODELBEAST generation before any paid API; fal.ai is a gated fallback (John's go). See PIPELINE.md.
  6. Git: stage only your exact paths, commit + push each session, never git add ..

Deploy

Target: partly.party (static). Not wired yet — when it's time, consult the deploy-map skill and run ship-check first. Origin: ssh://git@100.71.119.27:222/monster/guts.git.